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First off your guild needs to have a wealthy amount of druids for this fight. 3 or more prefered. (WOW! Odd seeing a druid actually being useful huh?!)
To start you clear all the bats in the spire and he spawns in the first window on the stairs up. We place him to the far right hand side of the room and pin him along that wall.
Pallys make great ramp tank with DA hammer.
RF has a frontal only silence/dot. Thus the pin to the wall and nothing but the tank in front of him.
Now a make or break part of the raid. Redfang is on a 5 min up/down cycle. for 4 mins he will stay active this is when you tank/kill him. Then for 1 min he despawns and you get a bunch of blue con bat adds. Key here is to have enchanters viral mez, while druids are casting AE roots. The bats fall over dead instantly if they are rooted and take dmg. So druids rooting + others helping kill is the key to win on this part.
5 min cycle is now up, time for Redfang to spawn again. He has 3 spawn locations. 1) just outside of the spire where the black gargoyals are before you kill them 2) in the window he first spawned at. 3) in the window at the very top of the spire. Very important for ramp tank to get agro quickly (or monk whoever is pulling from the top if he spawns at the top) You have 1 min to engage him at this point if you dont the event resets.
Last but not least dealing with the 4 Blooddrinkers that spawn.
They are not killable so dont bother trying. If you do kill them they instant respawn.
What we do is have 4 knights + 2 clerics in a group off to the side near the staircase. Each knight stands directly under redfang to grab them instantly when they spawn. From there we run them up the ramp a little bit and take advantage of pathing there to kite them with. The bats have a really hard time geting up the ramp as they tend to path into it rather than on the ramp. Eventually they make it and when they do let them get close to you then jump off the ramp and start running back up it again to a safe spot. make sure dont go to far up or you will 20k and die when you jump hehe. Once you get that sweetspot found the bats will rarely ever hit you, allowing your clerics to DI/vie tank on RF and do rezes if need be for the most part.
This is how we do it. Some people prefer to tank the blooddrinkers rather than kite (silly imo as wasted healers but whatever floats their boats). This works rather well when people get it down.
Post what you know!
To start you clear all the bats in the spire and he spawns in the first window on the stairs up. We place him to the far right hand side of the room and pin him along that wall.
Pallys make great ramp tank with DA hammer.
RF has a frontal only silence/dot. Thus the pin to the wall and nothing but the tank in front of him.
Now a make or break part of the raid. Redfang is on a 5 min up/down cycle. for 4 mins he will stay active this is when you tank/kill him. Then for 1 min he despawns and you get a bunch of blue con bat adds. Key here is to have enchanters viral mez, while druids are casting AE roots. The bats fall over dead instantly if they are rooted and take dmg. So druids rooting + others helping kill is the key to win on this part.
5 min cycle is now up, time for Redfang to spawn again. He has 3 spawn locations. 1) just outside of the spire where the black gargoyals are before you kill them 2) in the window he first spawned at. 3) in the window at the very top of the spire. Very important for ramp tank to get agro quickly (or monk whoever is pulling from the top if he spawns at the top) You have 1 min to engage him at this point if you dont the event resets.
Last but not least dealing with the 4 Blooddrinkers that spawn.
They are not killable so dont bother trying. If you do kill them they instant respawn.
What we do is have 4 knights + 2 clerics in a group off to the side near the staircase. Each knight stands directly under redfang to grab them instantly when they spawn. From there we run them up the ramp a little bit and take advantage of pathing there to kite them with. The bats have a really hard time geting up the ramp as they tend to path into it rather than on the ramp. Eventually they make it and when they do let them get close to you then jump off the ramp and start running back up it again to a safe spot. make sure dont go to far up or you will 20k and die when you jump hehe. Once you get that sweetspot found the bats will rarely ever hit you, allowing your clerics to DI/vie tank on RF and do rezes if need be for the most part.
This is how we do it. Some people prefer to tank the blooddrinkers rather than kite (silly imo as wasted healers but whatever floats their boats). This works rather well when people get it down.
Post what you know!
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